Rule Questions

How do you stabilize a dying character? It is a Science skill check (standard action, DC 15, similar to regular D&D, if desired). Also note that (per p.22) "If you are unable to take actions, another character can use a standard action to trigger your second wind."

How does ammo work? If you use gun ammunition more than once in an encounter, you will be out of ammo after the encounter (i.e. if you shoot twice in an encounter, you might as well keeping shooting). You cannot store extra ammo. Other players can give you their ammo, but then they will be out of ammo.

Can you crawl or charge in Gamma World? Although these options are not in the D&D Gamma World rulebook, some text (examples: the prone description or the Felinoid Killing Bite power) mentions them, so normal D&D rules can be applied if desired:- Charge: Standard action:"The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its start-ing position."The creature either makes a melee basic attack against the target or uses bull rush against it. The creature gains a +1 bonus to the attack roll.""The creature can’t take any further actions during this turn, except free actions."- Crawl: Move action: "Move up to half your speed." "You must be prone to crawl."

What overcharge bonuses do you get? Strictly by (most of) the rules, you only get the overcharge bonus of your primary origin. However, WotC's online character sheet lists the bonuses for both origins (and the designers previously mentioned that overcharging should be encouraged), so many groups allow overcharge bonuses from both origins.

Can a pyrokinetic turn off his Fiery Aura? Strictly as written, no. However, it is typical to allow a pyrokinetic to turn off its aura (as a minor action) according to the rules for monster auras on p.105. Discussed here.

How do mounts work? Gamma World mounted combat rules are provided in Legion of Gold, and are similar to normal D&D mounted combat rules.

Magnets, how do they work?This song by the Insane Clown Posse helps explain.

Is Lodestone Lure (Magnetic power) really an At-will, Minor action attack power? As written, yes. However, the concensus is that this is too powerful and possibly a typo (i.e. should instead be a standard action or encounter power). Discussed here and here.

Thanks for starting this! We probably should see if we can get it stickied?

I've put in a request to Custserv, but I'm not sure if there's someone else that can be contacted. Last time I did this (for the Rules Q&A forum) I evidently had access to the right person to sticky it.

yeah, like robotrock said, just a much more limited move action that doesn't provoke opportunity attacks. some powers increase the shift distance, but it's the same idea. don't think there are any inherent disadvantages. as for advantages, it's just battle field mobility. gives some strategic placing wiggle room to have attacks capitalize on how the enemy may be positioned in relation to the rest of your party or map traps/hazards.

Since it keeps coming up as a lack we should have a summary of the D&D Compendium mount rules in this thread:

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Mount Rules Summary* Requirements: Mount must be larger then rider and willing.* Mounting/Dismounting: Move action from/to an adjacent square.* Positioning: Rider and mount are considered adjacent and fill same space. But rider chooses which square within mount his attacks/powers originate from range wise.* Initiative: Rider and mount share rider's, even after dismount.* Actions: Rider and mount share just one set of actions and reactions to split between them.* Mount attacks: -2 penalty while mounted. Mount will not usual attack (barring self defense) when not ridden.* Charge: Mount moves twice and rider attacks.* Targetting: Enemies can target either.* Opportunity Attacks: If provoked by mount movement, rider can attacked.* Forced Movement of Mount: Of mount, the rider also moves. If rider the mount can optionally move, or the rider falls prone at destination.* Teleportation: If only mount teleports the rider falls prone.* Falling Prone: If its the mount, the rider falls prone in adjacent square. If its the rider, they can make a save to stay mounted.

I am new to 4E and don't have the D&D 4E books. I am confused about movement as outlined in the illustration on page 21 of the core GW rulebook. It shows two examples and the "points spend" is different for different parts of the move ( i.e. 1,2 for the first square, etc.) Would someone mind clarifying this for me? Much appreciated....

I nominate post #6 for "Gamma World Inspiration," and start with this: ArtOrder's Mutation Nation Challenge. I know for a fact my players will run into a scuttling grizzly sometime whilst working to unravel the machinations of the Elephantron.